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source: code/trunk/src/orxonox/console/InGameConsole.cc @ 1220

Last change on this file since 1220 was 1214, checked in by landauf, 17 years ago

merged console-branch back to trunk.
IMPORTANT: update your media directory!

you need TCL to compile. TCL is available here: http://www.tcl.tk/
another option is to check out https://svn.orxonox.net/ogre/tcl8.5.2/ and compile it by yourself. makefiles are in the 'macosx', 'unix' and 'win' subfolders.
FindTCL.cmake searches in the usual locations and in ../libs/tcl8.5.2/

the orxonox console can be activated with numpad-enter. whatever you enter will be parsed by TCL. if TCL doesn't know a command, it gets executed by orxonox.

simple tcl commands are: "puts text" to write "text" into the console, "expr 1+1" to calculate the result of the given expression. just try it by yourself with "puts [expr 1+1]".
[x] means: evaluate x and use the returnvalue as an argument. in this case the returned value is "2" and the resulting command therefore "puts 2".

you can combine orxonox and tcl commands. a simple orxonox command is "log text" that writes text into the console and the logfile. test it with "log [expr 1+1]" to write "2" into all output channels of orxonox. something more advanced: "log [clock seconds]" writes the seconds since 1970 into the logfile. feel free to combine both: "log [clock seconds]: 1+1 is [expr 1+1]"

TCL uses variables. to set a new variable, use "set varname value". you can use the variable wherever you want with $varname. with this we can make the above command a bit more elegant:
set myexpression 1+1
log [clock seconds]: $myexpression is [expr $myexpression]

read more about tcl in the wiki: http://wiki.tcl.tk/

File size: 9.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Felix Schulthess
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30
31#include "InGameConsole.h"
32
33#include <string>
34#include <OgreOverlay.h>
35#include <OgreOverlayElement.h>
36#include <OgreOverlayManager.h>
37#include <OgreOverlayContainer.h>
38#include <OgreStringConverter.h>
39
40#include "core/Debug.h"
41#include "core/CoreIncludes.h"
42#include "core/ConsoleCommand.h"
43#include "GraphicsEngine.h"
44
45#define LINES 20
46
47namespace orxonox
48{
49    using namespace Ogre;
50
51    const float REL_WIDTH = 0.8;
52    const float REL_HEIGHT = 0.4;
53    const float BLINK = 0.25;
54
55    InGameConsole::InGameConsole(InputBuffer* ib){
56        //RegisterObject(InGameConsole);
57        ib_ = ib;
58        active = false;
59        cursor = 0.0;
60        init();
61    }
62
63    InGameConsole::~InGameConsole(void){
64        for(int i=0; i<LINES; i++) delete consoleOverlayTextAreas[i];
65        delete consoleOverlayTextAreas;
66    }
67
68    void InGameConsole::listen(){
69        if(!active) activate();
70        print(convert2UTF(this->ib_->get()));
71    }
72
73    void InGameConsole::execute(){
74        newline();
75        if (!CommandExecutor::execute(this->ib_->get())){
76            print("Error");
77            newline();
78        }
79        this->ib_->clear();
80    }
81
82    void InGameConsole::hintandcomplete(){
83        print(CommandExecutor::hint(this->ib_->get()));
84        newline();
85        this->ib_->set(CommandExecutor::complete(this->ib_->get()));
86        print(convert2UTF(this->ib_->get()));
87    }
88
89    void InGameConsole::clear(){
90        this->ib_->clear();
91    }
92
93    void InGameConsole::removeLast(){
94        this->ib_->removeLast();
95    }
96
97    void InGameConsole::exit(){
98        clear();
99        deactivate();
100        CommandExecutor::execute("setInputMode 2");
101    }
102
103    /**
104    @brief called once by constructor
105    */
106    void InGameConsole::init(){
107        // for the beginning, don't scroll
108        scroll = 0;
109        scrollTimer = 0;
110        cursor = 0;
111
112        // create overlay and elements
113        om = &Ogre::OverlayManager::getSingleton();
114
115        // create a container
116        consoleOverlayContainer = static_cast<OverlayContainer*>(om->createOverlayElement("Panel", "container"));
117        consoleOverlayContainer->setMetricsMode(Ogre::GMM_RELATIVE);
118        consoleOverlayContainer->setPosition((1-REL_WIDTH)/2, 0);
119        consoleOverlayContainer->setDimensions(REL_WIDTH, REL_HEIGHT);
120
121        // create BorderPanel
122        consoleOverlayBorder = static_cast<BorderPanelOverlayElement*>(om->createOverlayElement("BorderPanel", "borderPanel"));
123        consoleOverlayBorder->setMetricsMode(Ogre::GMM_PIXELS);
124        consoleOverlayBorder->setMaterialName("ConsoleCenter");
125        // set parameters for border
126        consoleOverlayBorder->setBorderSize(16, 16, 0, 16);
127        consoleOverlayBorder->setBorderMaterialName("ConsoleBorder");
128        consoleOverlayBorder->setLeftBorderUV(0.0, 0.49, 0.5, 0.51);
129        consoleOverlayBorder->setRightBorderUV(0.5, 0.49, 1.0, 0.5);
130        consoleOverlayBorder->setBottomBorderUV(0.49, 0.5, 0.51, 1.0);
131        consoleOverlayBorder->setBottomLeftBorderUV(0.0, 0.5, 0.5, 1.0);
132        consoleOverlayBorder->setBottomRightBorderUV(0.5, 0.5, 1.0, 1.0);
133
134        // create the text lines
135        consoleOverlayTextAreas = new TextAreaOverlayElement*[LINES];
136        for(int i = 0; i<LINES; i++){
137            consoleOverlayTextAreas[i] = static_cast<TextAreaOverlayElement*>(om->createOverlayElement("TextArea", "textArea"+Ogre::StringConverter::toString(i)));
138            consoleOverlayTextAreas[i]->setMetricsMode(Ogre::GMM_PIXELS);
139            consoleOverlayTextAreas[i]->setFontName("Console");
140            consoleOverlayTextAreas[i]->setCharHeight(20);
141            consoleOverlayTextAreas[i]->setParameter("colour_top", "0.21 0.69 0.21");
142            consoleOverlayTextAreas[i]->setLeft(8);
143            consoleOverlayTextAreas[i]->setCaption("");
144        }
145
146        // create noise
147        consoleOverlayNoise = static_cast<PanelOverlayElement*>(om->createOverlayElement("Panel", "noise"));
148        consoleOverlayNoise->setMetricsMode(Ogre::GMM_PIXELS);
149        consoleOverlayNoise->setPosition(5,0);
150        consoleOverlayNoise->setMaterialName("ConsoleNoise");
151
152        consoleOverlay = om->create("Console");
153        consoleOverlay->add2D(consoleOverlayContainer);
154        consoleOverlayContainer->addChild(consoleOverlayBorder);
155//comment following line to disable noise
156        consoleOverlayContainer->addChild(consoleOverlayNoise);
157        for(int i = 0; i<LINES; i++) consoleOverlayContainer->addChild(consoleOverlayTextAreas[i]);
158        resize();
159
160        // move overlay "above" the top edge of the screen
161        // we take -1.2 because the border mkes the panel bigger
162        consoleOverlayContainer->setTop(-1.2*REL_HEIGHT);
163        // show overlay
164        consoleOverlay->show();
165
166        COUT(3) << "Info: InGameConsole initialized" << std::endl;
167    }
168
169    /**
170    @brief used to control the actual scrolling and cursor
171    */
172    void InGameConsole::tick(float dt){
173        scrollTimer += dt;
174        if(scrollTimer >= 0.01){
175            float top = consoleOverlayContainer->getTop();
176            scrollTimer = 0;
177            if(scroll!=0){
178                // scroll
179                top = top + 0.02*scroll;
180                consoleOverlayContainer->setTop(top);
181            }
182            if(top <= -1.2*REL_HEIGHT){
183                // window has completely scrolled up
184                scroll = 0;
185                consoleOverlay->hide();
186                active = false;
187            }
188            if(top >= 0){
189                // window has completely scrolled down
190                scroll = 0;
191                consoleOverlayContainer->setTop(0);
192                active = true;
193            }
194        }
195
196        cursor += dt;
197        if(cursor >= 2*BLINK) cursor = 0;
198        print(convert2UTF(this->ib_->get()));
199
200// this creates a flickering effect
201        consoleOverlayNoise->setTiling(1, rand()%5+1);
202    }
203
204    /**
205    @brief resizes the console elements. call if window size changes
206    */
207    void InGameConsole::resize(){
208        windowW = GraphicsEngine::getSingleton().getWindowWidth();
209        windowH = GraphicsEngine::getSingleton().getWindowHeight();
210        consoleOverlayBorder->setWidth((int) windowW*REL_WIDTH);
211        consoleOverlayBorder->setHeight((int) windowH*REL_HEIGHT);
212        consoleOverlayNoise->setWidth((int) windowW*REL_WIDTH - 10);
213        consoleOverlayNoise->setHeight((int) windowH*REL_HEIGHT - 5);
214        // now adjust the text lines...
215        for(int i = 0; i<LINES; i++){
216            consoleOverlayTextAreas[i]->setWidth(windowW*REL_WIDTH);
217            consoleOverlayTextAreas[i]->setTop((int)windowH*REL_HEIGHT - 24 - 16*i);
218        }
219    }
220
221    /**
222    @brief shows console
223    */
224    void InGameConsole::activate(){
225        consoleOverlay->show();
226        // just in case window size has changed...
227        resize();
228        // scroll down
229        scroll = 1;
230        // the rest is done by tick
231    }
232
233    /**
234    @brief hides console
235    */
236    void InGameConsole::deactivate(){
237        // scroll up
238        scroll = -1;
239        // the rest is done by tick
240    }
241
242    /**
243    @brief prints string to bottom line
244    @param s string to be printed
245    */
246    void InGameConsole::print(Ogre::UTFString s){
247        if(cursor>BLINK) consoleOverlayTextAreas[0]->setCaption(">" + s);
248        else consoleOverlayTextAreas[0]->setCaption(">" + s + "_");
249    }
250
251    /**
252    @brief shifts all lines up and clears the bottom line
253    */
254    void InGameConsole::newline(){
255        Ogre::UTFString line;
256        for(int i = LINES-1; i>=1; i--){
257            line = consoleOverlayTextAreas[i-1]->getCaption();
258            // don't copy the cursor...
259            int l = line.length();
260            if(!line.empty() && line.substr(l-1) == "_") line.erase(l-1);
261            consoleOverlayTextAreas[i]->setCaption(line);
262        }
263        consoleOverlayTextAreas[0]->setCaption(">");
264    }
265
266    Ogre::UTFString InGameConsole::convert2UTF(std::string s){
267        Ogre::UTFString utf;
268        int i;
269        Ogre::UTFString::code_point cp;
270        for (i=0; i<(int)s.size(); ++i){
271          cp = s[i];
272          cp &= 0xFF;
273          utf.append(1, cp);
274        }
275        return utf;
276    }
277}
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